﻿// For an introduction to the Blank template, see the following documentation:
// http://go.microsoft.com/fwlink/?LinkId=232509
(function () {
    "use strict";

    WinJS.Binding.optimizeBindingReferences = true;

    var app = WinJS.Application;
    var canvas, context;
    var gameStage;
    var preloadQ;
    var logoScreenImage, logoScreenBitmap;
    var newGame = true;
    var player;
    var floorImage, floorBitmap;
    var playerIdleImage, playerIdleBitmap;
    var scaleW = window.innerWidth / 1366;
    var scaleH = window.innerHeight / 768;
    var activation = Windows.ApplicationModel.Activation;
    var ghostImage, ghostBitmap;
    var ghosts = [];
    var ghostSpeed = 1.0;
    var timeToAddNewGhost = 0;
    var isGameOver = false;
    var scoreText;
    var playerScore = 0;

    app.onactivated = function (args) {
        if (args.detail.kind === activation.ActivationKind.launch) {
            if (args.detail.previousExecutionState !== activation.ApplicationExecutionState.terminated) {
                // TODO: This application has been newly launched. Initialize
                // your application here.
            } else {
                // TODO: This application has been reactivated from suspension.
                // Restore application state here.
            }
            args.setPromise(WinJS.UI.processAll());
        }
    };

    function initialize() {
        canvas = document.getElementById("gameCanvas");
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        context = canvas.getContext("2d");
        canvas.addEventListener("MSPointerUp", pointerUp, false);
        canvas.addEventListener("MSPointerMove", pointerMove, false);
        canvas.addEventListener("MSPointerDown", pointerDown, false);
        gameStage = new createjs.Stage(canvas);
        loadContent();
    }

    function pointerUp(event) {
        if (newGame) { newGame = false; }
        else { player.targetX = event.x;
               player.targetY = event.y;}
    }
    function pointerDown(event) {
       if (newGame) { }
       else {
            player.targetX = event.x;
            player.targetY = event.y;
            }
    }
      
    function pointerMove(event) {
        if (newGame) { }
        else {
            player.targetX = event.x;
            player.targetY = event.y;
            }
    }

    function loadContent() {
        preloadQ = new createjs.LoadQueue();
        preloadQ.on("complete", prepareStage, this);
        preloadQ.loadManifest([
          { id: "logoScreen", src: "images/GFX/LogoScreen.png" },
          { id: "floor", src: "images/GFX/floor.png" },
          { id: "ghost", src: "images/GFX/Ghost.png" },
          { id: "playerIdle", src: "images/GFX/PlayerIdle.png" },
        ]);

    }

    function prepareStage() {
        logoScreenImage = preloadQ.getResult("logoScreen");
        logoScreenBitmap = new createjs.Bitmap(logoScreenImage);
        logoScreenBitmap.scaleX = scaleW;
        logoScreenBitmap.scaleY = scaleH;
        gameStage.addChild(logoScreenBitmap);

        floorImage = preloadQ.getResult("floor");
        floorBitmap = new createjs.Bitmap(floorImage);
        floorBitmap.visible = false;
        floorBitmap.scaleX = scaleW;
        floorBitmap.scaleY = scaleH;
        gameStage.addChild(floorBitmap);

        playerIdleImage = preloadQ.getResult("playerIdle");
        playerIdleBitmap = new createjs.Bitmap(playerIdleImage);
        playerIdleBitmap.visible = false;
        playerIdleBitmap.scaleX = scaleW;
        playerIdleBitmap.scaleY = scaleH;
        gameStage.addChild(playerIdleBitmap);

        player = new Player();
        createjs.Ticker.setInterval(window.requestAnimationFrame);
        createjs.Ticker.addEventListener("tick", gameLoop);

        ghostImage = preloadQ.getResult("ghost");

        scoreText = new createjs.Text("Score: " + playerScore, "30px sans-serif", "yellow");
        scoreText.x = canvas.width / 2 - (scoreText.getMeasuredWidth() * scaleW / 2);
        scoreText.scaleX = scaleW;
        scoreText.scaleY = scaleH;
        scoreText.y = 30 * scaleH;
        scoreText.visible = false;
        gameStage.addChild(scoreText);

        createjs.Sound.alternateExtensions = ["mp3"];
        createjs.Sound.addEventListener("fileload",loadHandler);
        createjs.Sound.registerSound({ src: "sound/M-GameBG.ogg", id: "sound" });
    }

    function loadHandler(newGame) {
        // This is fired for each sound that is registered.
        var instance = createjs.Sound.play("sound");  // play using id.  Could also use full sourcepath or event.src.
        instance.volume = 100;
    }

    function gameLoop() {
        update();
        draw();
    }
   
    function Player() {
           this.positionX = window.innerWidth / 2;
           this.positionY = window.innerHeight / 2;
        
           this.targetX = this.positionX;
           this.targetY = this.positionY;
         
           this.width = playerIdleBitmap.image.width * scaleW;
           this.height = playerIdleBitmap.image.height * scaleH;
        }

    function Ghost(gfx) {
           this.positionX = Math.random() * 5000 - 2500;
           this.positionY = Math.random() * 3000 - 1500;
   
           this.setStartPosition = function () {
           if (this.positionX >= 0 && this.positionX <= window.innerWidth) {
               this.positionX = -500;
               }
             
           if (this.positionY >= 0 && this.positionY <= window.innerHeight) {
              this.positionY = -500;
               }
           }
          
           this.targetX = 0;
           this.targetY = 0;
          
           this.move = function (tX, tY) {
                this.targetX = tX;
                this.targetY = tY;
             
                if (this.targetX > this.positionX) {
                    this.positionX += ghostSpeed;
                    }
                if (this.targetX < this.positionX) {
                    this.positionX -= ghostSpeed;
                    }
                if (this.targetY > this.positionY) {
                    this.positionY += ghostSpeed;
                    }
                if (this.targetY < this.positionY) {
                    this.positionY -= ghostSpeed;
                    }
           };
          
           this.isCollision = function (playerX, playerY, playerW, playerH) {
                var centerX = this.positionX + (this.ghostBitmap.image.width * scaleW / 2);
                var centerY = this.positionY + (this.ghostBitmap.image.height * scaleH / 2);
             
                if ((centerX >= playerX - playerW / 2) && (centerX < playerX + playerW / 2)) {
                   if ((centerY >= playerY - playerH / 2) && (centerY < playerY + playerH / 2)) {
                      return true;
                   }
                }
              
               return false;
           }
          
             this.ghostBitmap = gfx;
          }

    function update() {
        if (newGame) {
            logoScreenBitmap.visible = true;
            playerIdleBitmap.visible = false;
            floorBitmap.visible = false;
            scoreText.visible = false;
            }
        else {

            if (isGameOver) {
                isGameOver = false;
                ghosts.length = 0;
                playerScore = 0;
                gameStage.clear();

                gameStage.addChild(logoScreenBitmap);
                gameStage.addChild(floorBitmap);
                gameStage.addChild(playerIdleBitmap);
                gameStage.addChild(scoreText);
                gameStage.update();
            }

             logoScreenBitmap.visible = false;
             playerIdleBitmap.visible = true;
             floorBitmap.visible = true;
             scoreText.visible = true;

             if (player.targetX > player.positionX) {
                 player.positionX += 3;
                 }
             if (player.targetX < player.positionX) {
                 player.positionX -= 3;
                 }
             if (player.targetY > player.positionY) {
                 player.positionY += 3;
                 }
             if (player.targetY < player.positionY) {
                 player.positionY -= 3;
                 }
            
             playerScore += 1;
             scoreText.text = ("Score: " + playerScore);

                timeToAddNewGhost -= 1;
                
                if (timeToAddNewGhost < 0) {
                    timeToAddNewGhost = 1000
                    ghosts.push(new Ghost(new createjs.Bitmap(ghostImage)));
                    ghosts[ghosts.length - 1].setStartPosition();
                    gameStage.addChild(ghosts[ghosts.length - 1].ghostBitmap);
                   }
                for (var i = 0; i < ghosts.length; i++) {
                    ghosts[i].ghostBitmap.x = ghosts[i].positionX;
                    ghosts[i].ghostBitmap.y = ghosts[i].positionY;
                    ghosts[i].ghostBitmap.visible = true;
                    ghosts[i].move(player.positionX, player.positionY);

                    isGameOver = ghosts[i].isCollision(player.positionX, player.positionY, player.width, player.height);
                    if (isGameOver) {
                        break;
                        };
                    }   

                playerIdleBitmap.x = player.positionX - (player.width / 2);
                playerIdleBitmap.y = player.positionY - (player.height / 2);
             
 

             }
    }
    
    function draw() { gameStage.update(); }

    app.oncheckpoint = function (args) {
        // TODO: This application is about to be suspended. Save any state
        // that needs to persist across suspensions here. You might use the
        // WinJS.Application.sessionState object, which is automatically
        // saved and restored across suspension. If you need to complete an
        // asynchronous operation before your application is suspended, call
        // args.setPromise().
    };

    document.addEventListener("DOMContentLoaded", initialize, false);

    app.start();
})();
